using UnityEngine;
using System.Collections;
using System.Collections.Generic;

public class EditorPathMgr : Singleton<EditorPathMgr>
{
	public override void Init()
	{
		base.Init();
	}
/******************************UI生成*****************************************/
	//UIAsset生成的目录路径
	public string UIEditorCfgPath = "Assets/Scripts/Core/Editor/Config/UI";
	//UIItemAsset生成的目录路径
	public string UIItemEditorCfgPath = "Assets/Scripts/Core/Editor/Config/UIItem";
	//游戏UI配置文件
	public string GameUICfgAsset = "Assets/Scripts/Core/Runtime/UI/UIConfig.asset";
	//绑定UI脚本组件的配置路径
	public string UIBindCfgPath = Application.dataPath + "/Build";
	//绑定UI脚本组件的配置文件
	public string UIBindCfgFile = Application.dataPath + "/Build" + "/Compoment.txt";
	//UI枚举文件路径
	public string UIEnumPath = Application.dataPath + "/Scripts/Config";
	//UI枚举文件
	public string UIEnumFile = Application.dataPath + "/Scripts/UICfg/UINAMES.cs";
	//UIItem枚举文件
	public string UIItemEnumFile = Application.dataPath + "/Scripts/UICfg/UIITEMS.cs";
	//UI Prefab根目录
	public string UIPrefabRootPath = "Assets/Res/Prefab/UI";
	//UI 脚本根目录
	public string UICodeRootPath = Application.dataPath + "/Scripts";
	public string MapTypeCfgPath = "Assets/Scripts/Core/Editor/Config/TypeMapConfig.asset";


/******************************protocol模块生成***********************************/
//proto文件输出路径
public string ProtoOutPath = Application.dataPath + "/Scripts/";




/******************************系统模块生成***********************************/
	//系统模块生成的目录路径
	public string SystemModulePath
	{
		get
		{
			return Application.dataPath + "/Scripts/Manager";
		}
	}

	//系统模块生成的目录路径带命名空间
	public string GetSystemModulePathWithNamespace(string nameSpace)
	{
		return $"{Application.dataPath}/Scripts/{nameSpace}";
	}
}
